Posts Tagged by systems

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It sits there in your hand, this awesome module that has an incredible story, a great concept, a well thought out adventure path, and it’s perfect for the game you’ve always wanted to run…. except it’s not in the system you or your group likes to play. While standing in the game store, you mull over your options. You could pick up the source books for the system and work to learn it, you could see if someone else who is more familiar with the…

Stew reader LesInk threw an interesting morsel into the suggestion pot the other day. It is about the concept of railroading and how you force an event to happen when the plot absolutely calls for it. The concept is an interesting one, and LesInk put forth a great solution along with the question and story.   Dear Gnomies, I believe I have been a victim of the suddenly-appearing-railroad scenario.  There I was GMing my last gaming session when I found myself in a scenario where…

While talking with a friend about a game system development issue, I had the spark of an idea for an alternate hit point system that could easily be merged into almost any game system. It applies mostly to enemies and is aimed at controlling the pacing and drama of combat. Sitting down to think about this, it feels really sound and interesting. I’m going to use it in the next game I run, but wanted to present it here for people to look it over.…

GMingAdvice012

I have played a lot of d20.  I started right out of the gate, with the release of D&D 3e.  In fact, I took the day off of work, and drove an hour to my favorite FLGS to get my copy of the Players Handbook.  From 3e, I jumped over to Star Wars d20, then to  d20 Modern, over to Mutants & Masterminds, witch lead to True 20, a little D&D 3.5, and finally ending with Iron Heroes; and that does not cover all the…

engine

When you get right down to it, what is an RPG? It’s an engine for making interesting decisions. When your players are playing in your campaign, at the most basic level they’re doing one of two things: making decisions, or having stuff happen to their characters. Stuff happening to their characters is by far the less interesting of the two — it’s the decision-making that really matters. Game Mechanics and Decision-Making The game rules — the mechanics — are there to facilitate decision-making (and to…